Esempio n. 1
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        WaveyThing thing = collision.collider.GetComponentInParent <WaveyThing>();

        if (thing && thing.isSticky)
        {
            bool wasStuck = false;
            stuck = thing.Attach(gameObject);
            if (stuck)
            {
                if (!wasStuck)
                {
                    source.PlayOneShot(stickSound);
                    source.pitch  = 1.25f;
                    source.volume = 0.3f;
                }

                Finish.IgnoreCollision(GetComponent <Collider2D>(), false);
                return;
            }
        }

        source.pitch  = 1f;
        source.volume = Mathf.Clamp(collision.relativeVelocity.magnitude * 0.02f, 0.08f, 0.3f);
        source.PlayOneShot(hitSound);
    }
Esempio n. 2
0
    void FireBullet(float force)
    {
        Vector2 foreceDirection = new Vector2(LeftAndRight, UpAndDown).normalized;
        bool    shouldIgnore    = Vector2.Angle(Vector2.down, foreceDirection) < 90;

        Finish.IgnoreCollision(bullet.GetComponent <Collider2D>(), true);
        bullet.GetComponent <Collider2D>().enabled   = true;
        bullet.GetComponent <StickToPlatform>().team = team;


        bullet.GetComponent <Grabbable>().RestoreRigidbody();
        Rigidbody2D rb = bullet.GetComponent <Rigidbody2D>();

        rb.AddForce(foreceDirection * force * rb.mass);
        GetComponent <Movement>().enabled = true;
        GetComponent <Holder>().enabled   = true;
        bullet.transform.SetParent(null);
        enabled = false;
    }